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- ]½R January 18, 1982 LIVINGGames That Play People
-
- Those beeping video invaders are dazzling, fun--and even
- addictive
-
-
- Let us have no more lamentation that our microprocessed era
- lacks heroes (plinkety-plunk of Pete Seeger's banjo). The spirit
- of mighty John Henry, the steel-driving man who beat the steam
- drill (plunk- plunk-plunk), lives on in the indomitable courage
- and abused optic nerves of a Mount Prospect, Ill., high school
- boy named Steve Juraszek (Seeger whacks out several yards of
- fancy banjo work and begins a ballad):
-
- Well, Steve Juraszek dropped in his quarter, Just half an hour
- before noon (plink-plunk). He would die in the end, when the
- blasters zapped his men. But he vowed that wouldn't happen soon,
- poor boy. He vowed that wouldn't happen soon.
-
- At six that night they called his mother. Said, "Ma'am, your
- boy's not comin' home. He's shootin' fast and hot, at the
- mutants and the pods. And the microchip is processing a groan,
- oh my, The microchip is letting out a groan."
-
- Oh, they fed him on pizza and cola. His fingers were cramping
- up and cold. His eyeballs were raw,when a dum-dee-dum he saw.
- And it something, dum-dee-dum foretold.*
-
- What nonsense is this? The answer is very nearly, but perhaps
- not quite, in the increasingly crowded category labeled If You
- Have to Ask, You Will Never Understand. What Juraszek, 15,
- recently did at an Arlington Heights, Ill., arcade called One
- Step Beyond was play Defender, one of those beeping, flashing,
- quarter-eating arcade video games, for 16 hours and 34 minutes
- on the same 25 cents, ringing up a score of 15,963,100 before
- he finally made a mistake and lost his last ship. Anyone who
- knows arcade games,and especially Defender, which is one of the
- most difficult, will agree that this is very close to being
- impossible. It is definitely not one of those non- feats thought
- up by the untalented to memorialize themselves in The Guinness
- Book of World Records, such as eating seven miles of spaghetti,
- or riding an exercise bicycle for a week and a half.
-
- Defender is an attack-from-outer-space game. It is played on a
- large color video screen where nullity bombs and destructo beams
- are hurled at the player by the machine's computer. Increasingly
- rowdy sound effects suggest what James Joyce, under the
- influence of William Blake (who would have loved these gadgets),
- called "the ruin of all space, shattered glass and toppling
- masonry, and time one livid final flame." The Defender player
- controls a small cannon-firing jet plane that flies at varying
- altitudes and speeds over a barren planetscape. He must shoot
- down, a bewildering variety of alien bad guys, each with his own
- pattern of behavior, dodge an assortment of missiles, and rescue
- helpless spacemen, vulnerable to being kidnapped, who appear
- randomly on the planet's surface. He must have reflexive control
- of a joystick that determines altitude and of five separate
- buttons that fire the cannon, change forward thrust, reverse
- direction, make the ship skim off the screen into hyperspace and
- fire a limited supply of smart bombs, which blow up everything
- in sight. As is fiendishly true of all of the good new video
- games, as the game progresses. Defender shifts to subtler
- strategies and sends out its alien waves with increasing speed.
- You play the machine and it plays you.
-
- A neophyte has as much chance with Defender as he would if he
- were to take over the controls of an F-16. A reasonably good
- video-game athlete--that is how game junkies are beginning to
- describe themselves--will last it out for a few thousand points,
- or a couple of minutes. A superb player, the kind not seen in
- every arcade, may hit 500,000 on his best day. That is why when
- Juraszek began to close in on 1 million points toward the end
- of the first hour of his enchanted run, people began to notice.
- Darrell Schultz, one of the arcade's owners, asked Steven if he
- thought he could set a record."
-
- "I said, `Yeah,'" Juraszek recalls, "and he said, `Go for it!'"
- Juraszek is a gangly young man who began playing pinball when
- he was ten, before video games had hit the scene. "I could buy
- a car or something with the money I've put int games," he says,
- with no appearance of regret. He started playing Defender in
- June, and by August he was pretty good. On his record day he
- kept up his strength by snapping at pizza slices that people
- held in front of his face. He said later that he was so excited
- he never even thought about going to the bathroom. His mother
- Joanne Juraszek watched for a while, utterly unimpressed, and
- agreed reluctantly to let him play till he dropped. "I just
- wish," she said later, "that he was this good about doing his
- homework."
-
- As the scornful cry "So what?" echoes from glen to glen, and as
- the unmoved Joanne Juraszek admits that she finds her son's new
- fame "very strong," skeptical citizens might do well to pay
- attention to a peculiar clinking sound audible across the land.
- The noise is made by the estimated 20 billion quarters that
- poured last year into the arcade monsters. This is a figure that
- may be the public relations roar of a healthy young industry
- beating its chest, but one that investment analysts who
- specialize in the entertainment industry agree is not far wrong.
- While they spent this $5 billion, video-game addicts also were
- spending 75,000 man-years playing the machines.
-
- These figures do not include an estimated $1 billion that
- consumers paid for video-game consoles that hook up to home
- television sets, and for the expensive cassettes that make them
- work. For comparison, $5 billion is exactly twice the reported
- take in the last fiscal year of all of the casinos in Nevada.
- It is almost twice the $2.8 billion gross of the U.S. movie
- industry. And it is three times more than the combined
- television revenues and gate receipts last year of major league
- baseball, basketball and football.
-
- From what vast aquifer of cash does this astonishing gush of
- money flow? From the lunch money of schoolchildren, say angry
- parents who are determined, so to speak, to give video games no
- quarter. The town fathers of Irvington, N.Y. (pop. 6,000), rose
- up in wrath last July and passed an ordinance designed "to
- protect the adolescents of the village against he evils
- associated with gambling" (though video games offer no cash
- payoff and indeed almost never click out a single free game);
- they limited each establishment to three machines. Ralph
- Provenzano, owner of a deli opposite the Irvington Middle
- School, resents the suggestion that he is corrupting the youth,
- but agreed to turn off his three machines (Defender, Pac Man and
- Centipede) before the start of classes each morning. With some
- justice, he says, "I baby-sat a bunch of kids here all summer.
- It may have cost them money, but they were here, they were safe,
- and they didn't get into trouble."
-
- The fears that occasionally are voiced of drug-buzzed, beery
- teen- agers hanging around video parlors in menacing packs seem
- absurdly exaggerated, and the likelihood is that communities
- with troublemaking youngsters had them before the arcades
- opened. But the video games are enormously addictive, and they
- do eat a lot of quarters. Atari, one of the leading video-game
- manufacturers, advertises a cheerful, fast-moving and very
- popular arcade game called Centipede with the words "Chomp,
- Chomp, Chomp, Chomp, Chomp" above a drawing of a
- voracious-looking centipede gnawing a coin.
-
- An adult observer in New London, N.H. (pop. 3,000), wanders
- into Egan's, a pizza parlor with twelve video games, which has
- become the town's teen hangout since it opened a few months ago.
- The place is clean and friendly, with no smell of funny
- cigarettes (many arcades sternly forbid smoking of any kind) and
- nothing in sight more menacing than an anchovy pizza. But a
- conversation with a twelve- year-old boy who is holding his own
- against Scramble, a Stern Electronics game in which the player
- tries to fly a jet through what looks like Mammoth Cave,
- produces unsettling information. "I usually bring $20," says the
- boy, when asked how much money he spends. As the observer is
- digesting this, the boy adds, "But today I brought $40."
- Proprietor Bob Egan, an insurance broker in New Jersey before he
- moved to New Hampshire last year, says that he too was
- surprised, but yes, the boy did change $40.
-
- In Orlando, Fla., the consensus of fifth-grader at Blankner
- Elementary School is that $3 is a "minimum satisfactory amount"
- to take to an arcade, but several children talked of spending
- $10 or $20. "I used to spend money on my bike," one boy said
- ruefully. Not all game players throw huge sums into the coin
- chutes, but they agree that it takes an investment of between
- $20 and $50 to become proficient at any game challenging enough
- to be fun. There is no question that the money drain is one
- reason why such communities as Babylon, Long, Island, Oakland,
- Calif., Pembroke Pines, Fla., and Durham, N.H., have passed
- ordinances restricting play by teen-agers of various ages. The
- New Hampshire Civil Liberties Union asked that enforcement be
- postponed till the U.S. Supreme Court rules on an ordinance
- passed in Mesquite, Texas, forbidding play by people under 17.
- Lower courts have twice struck down the ordinance.
-
- The fact is, however, that teen-agers hoping to bankrupt
- themselves blissfully with a session of Asteroids or Missile
- command may be frustrated not by a prejudicial ordinance but by
- a lunchtime crowd of adults monopolizing the machines. The
- Station Break Family Amusement Center in Washington's L'Enfant
- Plaza opens at 7 a.m.; by 7:15 a dozen men in business suits are
- blasting away at the games while coffee in plastic cups grows
- cold. L'Enfant Plaza is within walking distance of at least five
- major Government agencies. "Office workers seem to need to blow
- it out" in their fantasies more than other people, says Tom
- McAutliffe, 33, vice president for operations of the 51-store
- chain that own the arcade.
-
- By lunchtime, with no teen-agers and not one pair of blue jeans
- in sight, the 47 machines are making a commotion like Mount St.
- Helens clearing its throat. Curt Myron, 37, is there, a
- mortgage supervisor at HUD, who is one of the arcade's top guns.
- Years ago, pinball cowboys would tape notes to the sides of the
- machines boasting of their best scores. One of the cleverest
- come-ons of the video games is circuitry that congratulates
- hot-shooters with GREAT GAME! and the opportunity to record
- on-screen their initials and scores for a display that flashes
- periodically. It is the solid- state equivalent of "D. Boone
- Killed a Bar," and it means that Myron, who earned the four top
- scores on the arcade's Centipede machine, is held in awe by the
- other regulars. He skips lunch, he says, and plays every day,
- so proficiently that he rarely spends more than 75 cents. "I
- also play in airports," he says, "much to my wife's chagrin."
-
- Eric Mondres, 26, a Department of Agriculture staffer, is less
- cheerful about his addiction. "It's like a drug," he says. You
- see the same people here week after week. I've tried to wean
- myself. I'd like to have back all the money I've spent." Near
- by, wearing a wet raincoat and steamy glasses,a middle-aged man
- jabs furiously at the thruster of a Star Castle game. He admits
- to being an attorney in private practice, but says, "I'd really
- rather you didn't use my name. This is my secret place. It would
- drive my wife crazy. I really don't come here very often." Two
- hours later, he is still there battling the machine's alien
- psychology--and his own.
-
- An onlooker watching such a scene and disposed to gloom would
- have no trouble detecting the smell of society's burning
- insulation. Contrariwise, an optimist sees these lunchless
- loners as sensible adults wisely granting themselves a period
- of therapeutic play, avoiding the intake of cholesterol and
- booze, and emptying their minds of clutter by a method quite as
- effective as meditation. In Japan, where many of the games
- originate, a 29-year-old magazine executive named Shoozo Kimura,
- who admits the games have hooked him, views the mass addiction
- moodily: "Tokyo is a big town. You think you are not lonely,
- but it is the opposite. People have nothing to do. They don't
- care about anything. They can't buy houses. They can do nothing
- with their money except play the games."
-
- The video-game craze, more frenzied even than the universal lust
- for designer jeans and Kalashnikov assault rifles, has spread
- across the globe. In West Germany, merchandisers are toting up
- astonishing Christmas season sales figures that may reach $88
- million for home- video consoles and cartridges. In Australia,
- the quarter-eaters,, actually 20 cents-piece eaters, bring in
- $182 million a year. Fascination with the games, often
- accompanied by cosmic brooding about their presumed bad effect
- on faith, morals and school attendance, seems to be universal.
- The games have appeared in Arab settlements in Israel, and in
- Soweto, Johannesburg's huge black township. Brazil's laws forbid
- the importing of video games, so they are manufactured locally,
- and are given the necessary touch of international chic with
- such English names as Aster Action and Munch Man. In Mexico
- City, the hot arcade is Chispas ("Sparks"). Video arcades are
- replacing pool halls as the traditional lounging places for
- young men in Madrid.
-
- Homosexual cruising is a problem in Amsterdam's arcades. In
- Stockholm, the games are associated in the public mind with
- teen-age hoodlumism involving drugs, prostitution and illegal
- hard liquor. Video addicts under 18 are banned from arcades in
- West Germany, although younger teen-agers manage to play on home
- sets in department stores.
-
- In the Philippines, outcries against "the raves of a
- destructive social enemy, the electrical bandit,," as one
- infuriated citizens' group called the video games, reached such
- a level of indignation that President Ferdinand Marcos banned
- the machines in November and gave owners two weeks to smash
- them. The Catholic Women's League of Caloocan City applauded the
- ban, asserting darkly that the games had lured young men into
- beer houses, where they saw burlesque dancers. A wealthy
- businessman was reduced to public despair because the games had
- caused the ruin of one of his children, a 17-year-old son who
- infatuation with gadgets was so complete, he refused to attend
- school or even see his friends. The distracted father thinks of
- sending the boy to school in the U.S., but has doubts about it,
- because "I fear the video games will catch up with him there."
- He says that "when it finally dawned on me what had hit me, my
- first impulse was to put up a video-machine parlor and let my
- son manage what he enjoys doing most. But then my wife prevailed
- on me, begging me not to, saying that if I went ahead with my
- plan, how many more young boys and girls would be ruined?" In
- the meantime the arcade owners, who, of course, merely hid their
- machines, are lobbying President Marcos to relax his ban. Not
- long ago, 50 disassembled video games, listed as "rectifying
- apparatus parts," were seized by Philippines customs agents.
-
- In Hollywood, on the other hand, Producer Frank Marshall thinks
- the video games are "great if you want to take 15 minutes and
- block everything out. When you're shooting a movie, you're
- constantly on this high level of adrenaline, and these games use
- that level to completely absorb you." He kept an Asteroids
- machine in his office during preproduction work on Raiders of
- the Lost Ark. "It got out of hand," he confesses. "People
- actually got fired for spending too much time on it."
- Nevertheless, there are a Defender, a Missile Command and a
- Donkey Kong game in the offices he shares with Director Steven
- Spielberg and Producer Kathleen Kennedy. Not many citizens can
- afford video-arcade games that cost up to $3,500, but two
- Manhattan dentists. Phil Pierce and Jeanette Tejada, have a
- Space Invaders on order for their waiting room. There are also
- machines at other odd way-stops; a Y.M.C.A. in Grand Haven,
- Mich.; a Baptist church in Merritt Island, Fla.; the basement
- of Yale's freshman dorm. At Fort Eustis, Va., the Army employs
- a modified Battlezone as a weapons-training device. The Epilepsy
- Center at Johns Hopkins University Medical School uses three
- specially wired Atari sets to determine the effects of
- anticonvulsant drugs on learning and ability. The advantage of
- the games, according to Dr. Eileen Vining, associate director
- of the center, is that children are eager to make their best
- efforts in eye-hand coordination tests. The Capital Children's
- Museum in Washington uses video-game techniques, including
- wildly changing colors and fast interaction between machine and
- operator, to teach preschoolers abut computers. Children learn
- measurement by playing with a hungry cartoon worm that eats
- centimeter segments of lines.
-
- Last year Dun & Bradstreet held a conference for 120 of its
- managers at Bagatelle Place, a "VIP amusement complex" in the
- Rye Town, N.Y., Hilton Hotel, which offers a library, a
- cappuccino bar and 33 video games. This classy arcade enforces
- a dress code after 6 p.m., and serves banquets at which the
- changemaking attendants, upon request, dress in dinner jackets.
-
- Although Bagatelle staffers deny it, experience suggests that
- unless these black-tie dinners are stag affairs, they are almost
- certain to be social disasters. The reasons are that male arcade
- players tend to outnumber females by about 20 to 1, and that
- women, especially if they are wives, generally resent the games,
- and quite often regard them with outright loathing. Ask men and
- women at random to explain this undeniable phenomenon, and you
- get chauvinistic patronizing or matronizing of the worst
- pop-psychological kind. The most temperate analyst is likely to
- mention that most women are not conditioned as children to be
- comfortable with complicated gadgets, or to play shooting games.
- Ear-weary males, their backs welted with wifely sarcasm, may
- grumble that women are afraid to look foolish in public, or that
- they simply do not know how to play (a glib reduction comparable
- to the feminist slur of a few years ago that men do not know how
- to cry). They say that women view the games as black holes,
- soaking up male attention, and that even liberated wives are
- made nervous when their male protectors act like little boys.
- women say they are too sensitive to enjoy the bloodthirsty
- games, and men counter that, no, women are simply too
- literal-minded to see that the blood is not real and that the
- games are harmless fantasy. (Though it is hard to deny that some
- of the fantasies are fairly creepy. As Producer Frank Marshall
- admits, when you lose your last city--there goes Cleveland--in
- Missile Command, "it's depressing.")
-
- The sunny and cheerful exception to the prevalent theme of
- electronic Gotterdammerung, and one of the few games so far that
- women play in large numbers, is Bally's Pac Man. Pop
- psychologizers note that it is not a game of shooting,
- but--aha!--engulfing. It may also be the ultimate eating
- disorder; the player directs a happy-looking yellow disc around
- a maze, as it gobbles cookie-shaped dots, and tries to avoid
- some not-very-menacing monsters. It is by no means easy to play,
- though some men feel it is unworthy of serious attention because
- it has only one hand control. Linda Starkweather, 29, who runs
- a beauty salon in Union Park, Fla., got hooked on a Pac Man she
- discovered near by at Jake's Ice Cream Shop. So did her two
- women employees. Then they found another Pac Man at a
- neighborhood sandwich shop and began straggling back late from
- lunch hour.
-
- When Starkweather found herself struggling to limit herself at
- each session to $3 or $4, the obvious next step was to install
- a Pac Man in her shop. "We've spent all our tips already this
- morning," she said not long ago, laughing. Ann Williams, one of
- her former operators and now a Tupperware saleswoman, calls
- herself a "closet Pacperson." She admits to spending $15 on one
- session, and although for a while she didn't tell her husband,
- she feels no guilt: "It's my money; I earned it. There's not
- a lot of fun things in life. It's taken away my boredom. I've
- never been as serious about anything as Pac Man."
-
- Serious? Listen to Los Angeles Screenwriter Jeffrey Alan
- Fiskin, who discovered Pac Man earlier this year during the
- Hollywood writers' strike: "Oh, pipe down, all you fans of
- Asteroids and Defenders," he wrote in California magazine. "Take
- your arrested adolescence elsewhere!...We want philosophical
- rigor, a metaphor for ..." The task of Pac Man, Fiskin notes
- solemnly, is to clear a labyrinth, and as he succeeds, he
- collects point-scoring rewards, all very symbolic: first food
- in the form of fruit, then keys--"the key to wisdom, the key to
- the next level; ah, the pure Jungian simplicity of it." Fiskin
- warns that "you will pay and pay to learn the intricacies of
- this labyrinth, these demons. The parallel to psychoanalysis
- has, perhaps, not escaped you..."
-
- Like many of the best games, Pac Man is a Japanese design, and
- so far Bally's Midway division, the U.S. licensee, has produced
- 96,600 of the machines here (Asteroids is second, at 70,000; and
- third, at 60,000, is space Invaders, the game that began the
- video craze three years ago). Counterfeit machines sell briskly,
- much to the displeasure of Bally's lawyers, who are kept busy
- fighting copyright infringements. Forging a Pac Man or Centipede
- game is not much more complicated than pirating a music cassette
- or videotape. A modern game may require six $20 ROM 32-K chips,
- each of which handles 32,000 bits of information. ROM means
- "read only memory," and refers to a permanently programmed chip,
- not one that can "learn" and "forget" information. Joel Gilgoff,
- owner of a four-store arcade games supply chain called
- G.A.M.E.S., in Van Nuys, Calif., says, "That amount of memory
- rented for $50,000 a month six years ago."
-
- The waves of color, shape and sound that crash about the ears
- of the bedazzled player are really incredibly lavish waves of
- information. Home TV and such games as Space Invaders use a
- "raster" TV monitor that forms images made of tiny line
- segments; Asteroids, Space Fury and other games use an "x-y"
- monitor that employs unbroken lines. Each line on the TV screen
- is controlled by an instruction from the machine's
- microprocessor. So is each fragment of each sound. The player
- reacts to the images on the screen and the uproar in his ears,
- and waggles his controls, which flash impulses to the
- microchips. The machine depicts the player's maneuvers
- instantly, and takes its own counter-measures a microsecond
- later, all the while keeping score. In due course the dreaded
- "Game Over" sign flashes, as the chips have ordained.
-
- A desk-top machine called an EPROM programmer (for Erasable
- Programmable Read Only Memory) can steal the information on a
- programmed chip and transfer it to a blank chip in about one
- minute. EPROM units cost about $2,500, which is a great
- improvement over the $1 million or more it takes to develop a
- successful new game. Thus it is not hard for a counterfeiter to
- offer immediate delivery and a price several hundred dollars
- lower than list.
-
- Ten minutes ago, let's say, Pac Man pirates--yo, ho, ho and a
- chip of ROM--did not exist. Now they are only one of the dangers
- in a fast- shifting market in which hot-shot operators whisper
- into the ears of kindly and greedy old candy-store proprietors
- that the right game in a good location can bring in $400 a week,
- or more than a strong man can earn selling used cars. Put in one
- and you've got a used-car salesman. Take ten and you have a tame
- orthodontist on a leash. A few store and arcade owners buy their
- own game machines, counterfeit or not, but most give floor space
- to machines owned by distributors who farm out and service
- hundreds of them. Store owners and distributors generally split
- the take equally. In either case a machine usually must earn
- back its cost in a few weeks, before local players "learn the
- board" and are no longer interested. The $400 figure turns out,
- most often, to be sucker bait, dangled to obscure the dreary
- truths the markets are becoming saturated and that dud games and
- obsolete good games bring in no money at all. The fads whirl by
- so fast that Bally does not even manufacture the historic game
- Space Invaders any more, although fans buy used machines for
- sentimental reasons, and many arcades keep one around as a
- gesture toward the old days.
-
- Wait a minute. Old days? Historic Space Invaders? Just so.
- There is prehistory, and that is pinball. (And, of course, in
- Japan there were the jingly pachinko games.) Middle-aged arcade
- lurkers learned from pinball the cool, bent-kneed stances and
- the correct ominous angle at which to lip a toothpick. Pinball
- cost a nickel and had no- K intelligence. Is used
- electromechanical kickers and--talk about primitive!--gravity
- for power. If you jostled too much it tilted. The very skillful
- pinball bandit would lift the entire 500-lb. front ends of
- pinball games off the floor and onto the toes of his army boots,
- lessening the incline of the table and foxing gravity. If he won
- 50 free games, as he was likely to, the blood stopped flowing
- in his feet. Pinball is still around, although it is not very
- lively.
-
- Pong, invented by Atari's founder, Nolan Bushnell, in the early
- 1970s, signaled the dawn of video-game history. Electronic
- paddles slapped a ball--really just a white blip--back and forth
- across a black-and-white TV screen. As Pong evolved, it
- permitted you to play another person, or, and this was the big
- excitement, the game would play you. Pong sold enormously for
- a few months in 1973. And then died. It was pushed into
- extinction not by a better game, but by its own lack of
- intelligence; it took a bit of time to master, but after that
- it was no challenge, and players became bored.
-
- Nothing much happened in the arcades during the mid-'70s. Those
- were the Dark Ages: people picked up their pizzas and trudged
- home. Magnavox had marketed a console programmed so that some
- 20 games could be played on home television, but the games were
- not much more challenging than Pong. A line of Mattel hand-held,
- battery-powered computer games was cleverly engineered, but the
- games themselves were dull, and the firm almost lost its shirt.
- Milton Bradley sold a good hand-held computer game called
- Blockbuster, in which the player tried to break down a wall on
- a tiny video screen. The firm also did well with a simple but
- clever computer puzzler called Simon; and Texas Instruments made
- a supposedly educational game called Speak & Spell that used a
- c\voice simulator and talked to you. Chess Challenger 7 made a
- good seven-level chess computer and then complicated it
- unnecessarily with a voice simulator.
-
- The industry seemed fogbound until 1979. Then, suddenly,
- airports, delicatessens, gas stations and Chinese restaurants
- started crawling with electronic columns of squiggly, glowing
- monsters that marched toward earthmen with a measured thump,
- thump, thump that changed, as the battle boiled faster, to a
- frenzied thumpthumpthump. The subtleties that make a game great,
- or fail to do so, are akin to the mumblings of metaphysics.
- Space Invaders, a Japanese import licensed to Bally, had an
- eerie capacity for seizing sane people by the imagination. A
- minor delight was that the forts behind which the shooter
- crouched crumbled as they took enemy fire. A major occasion for
- romantic fatalism occurred as each wave of attackers was
- expunged and another took its place, so that even the most
- valiant defender at last was overwhelmed: each teen-ager or
- corporation blue-suit was his own Beau Geste. But what gave the
- machine special fascination was its ability to increase the fury
- of the attack and, as the players improved, the mocking bombast
- of its splendid sound effects. It was not just a clanking
- coin-eater. It was, or seemed to be, a sentient alien.
-
- Anyone who played Space Invaders even semiseriously in those
- days remembers that reports soon spread by jungle telegraph of
- stupendous scores racked up elsewhere, by "a kid out in
- Chicago," "a guy in Jersey." But by 1980 there was a new big
- video-game hit, Atari's Asteroids. This free-moving,
- doom-in-space melodrama, in which the weightless, drifting
- shooter tries to blast his way through showers of astral garbage
- and an occasional scout ship, also had a measure of immortality
- programmed into it: it was among the first arcade games to
- invite heroic scorers to record their initials. No game
- manufacturer has bothered yet to program a system in which local
- high scores are fed into a national data bank, but there is
- nothing impossible about the idea, and it might even be
- profitable, as quarters continue to pour down the coin shoots.
-
- Whither vid-mania? In a Walt Disney film called Tron, to be
- released this summer, one designer goes berserk and enters the
- microchip world of video games. Just now, the games are
- everywhere, and trade publications are full of puff pieces by
- manufacturers and distributors assuring each other that the game
- phenomenon is not a fad. They may be right; the Brock Hotel
- Corp., whose stock registered a 130.2% increase last year, the
- third highest on the New York Exchange, owes its success to a
- chain of video-and-pizza parlors. Whatever the future holds,
- just now the game manufacturers require earth-moving equipment
- to clear away the coin. In 1981 Bally's sales jumped to an
- estimated $880 million from $693 million in 1980. Williams,
- which makes Defender, saw nine months' gross sales go from $83
- million in 1980 to $126 million last year, and it has just
- opened a new plant in Gurnee, Ill., capable of producing 600 to
- 700 Defenders a day.
-
- The other big manufacturer is Atari, whose sales are estimated
- to have risen more than 120% from 1980 to 1981. Part of this
- sunny good fortune comes from its heavily promoted consoles and
- game cartridges for play on home TV. Mattel's Intellivision and
- Magnavox's Odyssey 2 are the primary competitors with Atari for
- the home market, and the odds are that all three will live or
- die less on the qualify of their engineering than on the
- cleverness of their games. Until home video consoles evolve as
- programmable computers (at least two software firms, Broderbund
- and USE, are marketing programmable games for Apple home
- computers for less than $50), and until somebody makes a
- designing break-through on the order of Space Invaders to
- popularize them, it seems probable that the arcade coin-eaters
- will continue to be the flashiest, noisiest and most
- villainously intelligent of the video products.
-
- Talking games are commonplace now; Sega/Gremlin's Space Fury
- growls menacingly at prospective players. "So, a creature for
- my amusement." As might be expected, new mazes on the order of
- Pac Man were common at a recent trade exposition in Chicago. The
- hit of the show was a highly sophisticated space saga called
- Eliminator, made by Sega/Gremlin, an imaginative small
- manufacturer. Up to four players man the deluxe Eliminator and
- try to blast each other and the computer until only one player
- survives for the final combat with the computer. Sega/Gremlin
- has demonstrated its own three-dimensional game, and a company
- official says that it should be on the market in twelve to 20
- months. Holgraphic 3-D is a distant possibility, and
- voice-activated games may come fairly soon. Only high costs
- block the manufacture of arcade space trainers, in which the
- player would sit inside a closed, movable cockpit and see
- nothing but void and space monsters through his windshield. Such
- a gadget may soon be feasible; computer costs are coming down,
- and exactions on players are rising to meet them. The 50 cents
- game is already a gruesome reality in some arcades, and the $1
- game is surely speeding toward us by bankrupto-beam through
- hyperspace.
-
- Mere earthlings, meanwhile, cope as best they can. As might be
- expected, with-it doctors have detected such video-related
- maladies as Space Invaders wrist and Pac Man elbow. And of
- course there are psychological swamps into which enthusiasts may
- sink. Julie Winecoff, 21, an unemployed truck driver from
- Charlotte, N.C., paid her way to an Atari tournament in Chicago
- recently, lost ignominiously to Ok-Soo Han, 25, a Korean
- immigrant from Los Angeles, and dolefully swore off the stuff.
- I'm never going to play another game of Centipede as long as I
- live," she said. "I've been whupped bad. I've been sure 'nuff
- tore down."
-
- And Steve Juraszek, hero of song and news story? His high
- school banned him from leaving the school grounds for a few days
- because he missed afternoon classes on the day he set his
- record. But his eye remains on distant peaks. "I'm going to pick
- a weekend," he says. "I'll work out before on those spring
- things to strengthen my wrists and fingers. Then I'm going to
- go to sleep right after school on that Thursday and friday and
- I'll start on Saturday morning and go the whole weekend."
-
- ...A man ain't nothin' but a man (plink, plunk) But before I let
- that Defender beat me down, I'll die with my blaster in my hand
- (plink, plunk) Die with my blaster in my hand.
-
-
- *Or gold, or fold, or mold. A jar of pickled space invaders to
- the reader who most ringingly completes this and other
- appropriate verses.
-
- --By John Skow. Reported by Steven Holmes/Chicago and Jeff
- Melvoin/Los Angeles, with other bureaus
-
-